An Educator's Guide to Using Minecraft® in the Classroom


Book Description

Learn how educators are using Minecraft® as a powerful instructional tool to engage students and teach subjects as varied as math and humanities. This book offers ten classroom projects from teachers using Minecraft® to teach math, science, languages, and more. Each project includes learning objectives, project organization and tasks, and ideas for reflection and assessments. You’ll also find detailed instructions for setting up and running a Minecraft® server in the classroom, both the regular and the popular MinecraftEdu versions. In this book, you’ll discover What Minecraft® is and why it’s such an engaging tool for the classroom. How to set up and administer servers that students use for their projects. What MinecraftEdu is, how to set up and manage it, and how to use its teacher controls. Techniques for using the game in special-education settings. Step-by-step instructions for printing 3D models of your classroom projects. Ways to use the game in a variety of different subject areas. You’ll find essential advice and captivating projects for using Minecraft® to enhance students’ learning experience from educators using Minecraft® in the Classroom: Shane Asselstine, Dan Bloom, André Chercka, Adam Clarke, Stephen Elford, Colin Gallagher, David Lee, John Miller, Eric Walker, and James York. Minecraft® is a trademark of Mojang Synergies/Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies/Notch Development AB.




Minecraft in the Classroom


Book Description

"You'll find essential advice and captivating projects for uing Minecraft to enhance students' learning experiencce from educators using MIne craft in the classroom." - cover.




Handbook of Research on Teaching With Virtual Environments and AI


Book Description

The increasingly pervasive use of digital technology has catapulted society into an interconnected world where the natural boundaries between humankind and machine, virtual and real, individual and community have become less perceptible. As individuals interact with different digital technologies, they must build a digital intelligence, which must be further cultivated as it is a key competency for the future of school and work. Digital intelligence includes understanding the mutual strengths between people and technology, as well as developing an awareness in the use of digital tools in order to avoid common threats such as cyberbullying, addiction to video games, techno-stress, and more. As adolescents continue to engage with virtual reality and 3D virtual worlds where the online and offline overlap and coincide, it is important to build this intelligence as well as utilize these technologies to promote successful learning. The Handbook of Research on Teaching With Virtual Environments and AI explores the new personalized educational opportunities that are available with digital technology and virtual environments that can be used within education. This book focuses on the use of these tools and how to navigate the use of new technologies such as AI and virtual environments for educational practices. While highlighting topics such as virtual worlds, game-based learning, intelligent tutoring, augmented reality, and more, this book is ideal for teachers, administrators, technologists, educational software developers, IT specialists, practitioners, researchers, academicians, and students interested in how virtual environments and AI are being implemented in teaching practices.




Choosing and Using Digital Games in the Classroom


Book Description

This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.




Handbook on Intelligent Techniques in the Educational Process


Book Description

Education has a substantial impact and influences on almost all sectors in modern society. Different computer-supported educational systems have been developing for many decades to support and make easier teaching and learning processes on all levels of education. Influences of rapid development of Information Communication Technologies and other related disciplines on design and implementation of intelligent, sophisticated educational systems are evident. Nowadays intensive development and wide applications of Artificial Intelligent techniques significantly affect the development of intelligent tutoring systems, smart learning environments that incorporate virtual and augmented reality and robots. Artificial Intelligence has the potential to address some of the biggest challenges in education today, but also in the future in order to establish innovative teaching and learning practices facilitated by powerful educational datamining and learning analytics. This book presents a collection of 17 chapters that bring interesting aspects of the state-of-the-art of application of intelligent techniques in different educational processes and settings. We believe that the works presented in the book will be of great interest to readers and that will motivate them to try to enhance presented approaches and propose better and more advanced solutions.




Creating an Inclusive Social Studies Classroom for Exceptional Learners


Book Description

Creating an Inclusive Social Studies Classroom for Exceptional Learners serves as a comprehensive reference guide for K-12 educators and university-based social studies methods instructors and special education instructors wanting to create more inclusive opportunities for students with disabilities in the general education curriculum. Numerous research-based methods and instructional strategies are shared that enable teachers to effectively engage all learners in the social studies classroom. Social studies educators are encouraged to become a leading voice in support for the inclusion of students with disabilities in K-12 general education classrooms. Written by scholars with extensive backgrounds in social studies and special education, this book enhances and extends the small but growing body of literature addressing the needs of students with disabilities in social studies classrooms. Divided into three sections, the chapters explore how social studies provides an opportunity to create more inclusion for students with disabilities, how to create an inclusive learning environment through best practices in collaborating and planning, and how to help students with disabilities gain access to social studies content and achieve higher levels of understanding. Each chapter provides a brief theoretical underpinning and the latest research within the chapter topic, and practical and engaging strategies that readers can easily implement within their own classrooms. Educators receive guidance on how to get started with implementing the strategies along with suggestions for future research topics.




Doing Theory on Education


Book Description

Doing Theory on Education explores key debates using examples from contemporary media and popular culture to guide Education Studies students through the perennial debates that surround teaching and learning. Aimed at undergraduates, postgraduates and teachers in education settings, it uses over seventy popular culture texts from television, music, videogames, fiction, film, architecture, social media, the press and art to illuminate important issues and make the critical theory that underpins educational debates more accessible and engaging. Each chapter also offers essential background knowledge and historical perspective and includes reflective activities to help you develop a critical approach, enabling you to argue your own point of view with confidence and consider where issues may progress to in the future. It examines core issues such as: Class and educational choice Learning styles Testing and assessment What counts as knowledge Leadership and professionalism Education students and those in education settings often struggle to see the value of theory. Doing Theory on Education: Using Popular Culture to Explore Key Debates is an accessible text designed for educationalists who want to put theory to work as an active strategy for influencing thinking and practice.




Handbook of Research on Gaming Trends in P-12 Education


Book Description

Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.




The Wiley International Handbook of History Teaching and Learning


Book Description

A comprehensive review of the research literature on history education with contributions from international experts The Wiley International Handbook of History Teaching and Learning draws on contributions from an international panel of experts. Their writings explore the growth the field has experienced in the past three decades and offer observations on challenges and opportunities for the future. The contributors represent a wide range of pioneering, established, and promising new scholars with diverse perspectives on history education. Comprehensive in scope, the contributions cover major themes and issues in history education including: policy, research, and societal contexts; conceptual constructs of history education; ideologies, identities, and group experiences in history education; practices and learning; historical literacies: texts, media, and social spaces; and consensus and dissent. This vital resource: Contains original writings by more than 40 scholars from seven countries Identifies major themes and issues shaping history education today Highlights history education as a distinct field of scholarly inquiry and academic practice Presents an authoritative survey of where the field has been and offers a view of what the future may hold Written for scholars and students of education as well as history teachers with an interest in the current issues in their field, The Wiley International Handbook of History Teaching and Learning is a comprehensive handbook that explores the increasingly global field of history education as it has evolved to the present day.




Learning and Collaboration Technologies


Book Description

This two-volume set of LCT 2023, constitutes the refereed proceedings of the 10th International Conference on Learning and Collaboration Technologies, LCT 2023, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The papers of LCT 2022 Part II are organized in topical sections named: XR for Learning and Education; Learning with Robots; Virtual, Blended and Hybrid Learning.